Monday, April 15, 2013

Board Stiff with Formalism

Photo via Henrik Berger Jørgensen

There's nothing like being fashionably late to a party, or a debate about formalism and games.  Oh, wait- I mean, a debate about formalism and digital games.  Because if you've read all the posts and back-and-forth's, you probably noticed one thing; it almost entirely centers on the medium of digital games.  Which is not a bad thing, really.  It just happens to be a shame, because the topic is larger than the digital and should, rightfully, include the medium of board games.

First off, I want to be clear that I'm not going to discuss the grand old question 'are games art?'  Personally, I find that question to be inane and a complete waste of energy.  Others agree.  I'm totally certain that others disagree vehemently, but that's my stance and you won't convince me otherwise.

What I want to investigate here is an altogether deeper issue.  Why, in all this debate on the question of formalism, have board games been mostly ignored?  Because it seems to me that the board-based brethren get short shrift when it comes to the debates circulating around the larger topic of 'games'.  Raph Koster, who let loose a salvo in the formalist fracas with his 'A Letter to Leigh', does mention board games, but he also cloaks their presence, and by extension the absence of other 'non-games', under larger issues of player agency and 'gameness'.  While I don't agree with Koster's overall assessment, which I detail below, I do want to make clear that by bringing board games into the conversation Koster has done the debate a huge service.

Zack Morris time out: Pop quiz- what makes a game a game?  Would you be amazed to know I'm playing a game right now?  It's called, 'Write a Blog Post' and I'm currently kicking the ass out of it.  I'm winning in every way, despite having no defined objectives (if I finish, did I really complete the game?  If I quit writing my blog post, have I not achieved some sort of win state?  Does it go on, ad infinitum?), and the only person playing is myself.  I just earned bonus points for writing this.  End Zack Morris time out.

Specifically, let me address one particular board game Koster brings up in his post- Brenda Romero's Train.  Koster categorizes this 'game' as one that "uses the fact of engaging with it at all to accomplish its effect," before asking if this type of 'game' is really just embracing 'narrative moves' over "game-like moves."  He questions the aesthetic, implying that it is "something that should probably only be done once, marveled at, and then moved past."  By suggesting that Train is a game where "the only moral move is not to play," Koster questions, at a very fundamental level, if the aesthetic of play in this type of game is not merely a twist, a sort of trick of narrative, thus making it not a game at all.

But is the only moral move not to play?  To me, this is very indicative of a 'formalist' critique.  This is something board games have to constantly deal with, probably more so than digital games, because many players categorize the board games they play according to very formalist schemas.  Caylus is a worker placement game, Twilight Struggle is an area control game, Agricola is part of the larger family of Euro games, and so forth.  It's easy to think of board games this way.  But that's not the whole story.  If you take a look at many reviews of games, they focus on more than mechanics- they ask deeper questions of story, of theme, of how the game actually plays.  These reviews, without explicitly stating it, ask, "How does this game give me a narrative to interact with?" - which, in my mind, is something deeper than a formalist critique.  It's a humanist critique.  How does this game make me react as a human?  Formalism is a product of the rational.  Humanism is a product of the metaphysical.

Returning to the question, "Is the only moral move (of Train) not to play?", my answer is: no.  It's not just no, it's a hell no.  Why?  Train is about providing the player a sense, terrible as it is, of the sort of grotesque, normalizing effects that focusing on transporting Jews to concentration camps presents to those attempting to maximize and make efficient such transportation.  Playing Train isn't supposed to be pretty, or even fun.  It's meant to be torturous, it's meant to make you ask and question the source of your own humanity. 

Did you take glee, ignorantly, of moving the most amount of people to the end of the line?  Probably.  And when you discovered the true purpose of the game- moving representative figures to their representative death- did you recoil and become sick at the idea?  The ethical answer is yes.  But would you have encountered this full range of quandary, of questioning your own humanity, if you simply refused to play the game out of moral concerns?  To be honest, the moral question brought up by Koster assumes you know what the game is about before you play it.  But that posits perfect knowledge, which *any* game must assume you don't possess at the first go-around.  So my answer is that if you want to know what this game is about, you absolutely have to play it.  And in doing so, in playing the game of Train as it was meant to be played, perhaps you can affirm a part of your soul and it's place among the larger population of humanity.  Does this deny player agency?  Does Train embody the qualities of gameness?  Is this just a trick of narrative?

Asking these sort of questions, to me, is sort of like the old adage: If you have to ask how much it costs, you can't afford it.  If you have to ask do these qualities make Train a game, you probably shouldn't play it.  I say this in no affront to Koster, but I do think asking these sort of questions is indicative of the formalist trap of evaluation.  Which is, to say, I think this falls along the same issues as asking if 'games are art'.  Should you only play Train once?  Perhaps.  Does that mean you can't watch others play it, see their reactions, and take that experience in conjunction with your own?  Brenda Romero designed the game, has seen it played many times- and I'm pretty sure her answer would be 'no'.  Because, in a metaphysical sense, watching others play Train can be just as powerful as playing it yourself, even if that game lessens its 'gameplay' effect after one session.

Now I'm fully aware that opening your argument with a game like Train is a bit like dropping a hydrogen bomb to solve an ant problem in your house.  It's a bit of overkill.  But I make this example as a way to demonstrate that similar metaphysical games, like so many Twine examples, can easily be sunk in this same formalist quicksand without considering, truly, their full effect on the player, or even those not playing but merely observing a Twine game being played.  If your evaluative criteria is that "You can't do better at Train", then you have blatantly favored the rational over the metaphysical.  Which is fine, to a point.  But it certainly isn't applicable to the nebulous category that we call 'games'.  Games are, by their very nature, a blending of the rational and the metaphysical.  Board games tend to draw this blending out in a way that video games do not, so easily, reveal.  Because with board games, you have to address the form they present at a basic level. But you absolutely have to go past that for any real critique.  You have to go past mechanics to consider the humanist perspective.

Koster says 'art games' and AAA are about control, that "they are…more about the author than the player."  But I wouldn't be so quick to dismiss player agency the way Koster is comfortable doing, especially with regard to deeply personal games- like Dys4ia.  As a player of these of games, am I not affirming my place in the broader perspective of humanity when I play a deeply personal game?  Why is the narrative effect a hindrance in Twine games, but for other games- like Andean Abyss or Twilight Struggle- the narrative effect adds to their luster and allure?  When you step out of the strictly rational bounds of critique, when you go beyond the form of the game, you enter into a territory much less defined by exclusives or schematizations.  You enter into the being of the player themselves, their ability to take what is presented and draw their own lessons from the act of play.  I can think of no greater surrendering of control than to let someone bring his or her own interpretation to the fore.

Koster calls this process out "as rhetoric and not…dialectic," with the consequence being that Twine games (or really any deeply personal games) "move against the fundamental current of gameness."  But I think this makes the mistake of placing the game on a central pillar and reducing the role, the agency, of the player who approaches this pillar.  Koster says, "the unique power of games, to me, lies in the conversation between player and designer."  But I disagree- the unique power of games lies in the conversation between the player and themselves while interacting with a designers interpretation.  If we place the game on the pillar, as is the tendency of the formalist critique, then we are accepting the supremacy of the rational over the metaphysical.  If we place the player on the pillar, then we reaffirm the humanity in the game and accept the presence of the metaphysical in conjunction with the rational.  In the end, the pillar disappears under this ideal and we no longer are bound by rhetoric.  We become the dialectical.

Play is not something that begins when the game starts and ends when it is put away.  Play is the process of using a rhetorical device to engage in a dialectic with ourselves.  That's why I can't agree with Koster when he says, "games have had nothing to say for so long."  They have so much to say that it's easy to just link this outpouring strictly to mechanics and then reject what the game has to say by rejecting the mechanics linked to its outpouring.  When you imply that Twine games impose a narrative rather than have the player construct a narrative, that critique is easy to accept or recognize because the mechanics of Twine are rather straightforward.  But to look only at mechanics and not ask the deeper, metaphysical questions of what play in this medium produces as far as conversation between the player and themselves is to miss a very large part of why games exist at all.

Or, to put it another way, to frame a game experience as between a player and designer is to favor, exclusively, the mechanical over anything else.  But if we frame a game experience as between a player and themselves, we can elude the trap of formalism and go straight to the dialectical process play intrinsically produces.

But I've digressed far too much from my main question- why have board games been largely left out of this formalist debate?  Why are digital games entering this phase now?  I think, in part, digital games are coming to terms with the *way* in which they are played.  When people begin to critique the effectiveness of Bioshock as a first person shooter, what they are really critiquing is the necessity of using a standard game controller to interact with the digital medium.  Digital games have long been experiences mediated through various controllers, and this recent 'piercing of the veil' with regards to Bioshock should be seen as a turn away from the formalist obsession with mechanics, and the controllers that facilitate them, towards a bigger question of how does this formalist 'roadblock' hinder or not hinder the conversation the player is having with themselves while playing the game.

That's why board games can, and should, provide the digital game critiques with an exemplar of how to negotiate around various formalist roadblocks.  So many players of board games ask these sort of questions every time they play.  While many do, admittedly, frame this inquiry around a mechanical theme- does the card driven mechanic of Twilight Struggle enhance the gameplay experience?- the larger questions asked go to the heart of what it means to interpret the game experience as a player.  The various 'controllers' utilized in board games are hardly fixed in place, and the numerous mods or house rules scrawled on box tops are a testament to the wide degree of flexibility board games enjoy over their more rigid digital cousins.  Now I would be the first to admit the board game/digital game relationship is not a 1:1 experience, and there is only so far comparative analyses can go in these sort of endeavors.  But the links are there, waiting to be explored.

So while I find myself almost totally at odds with what Koster presented in his 'Open Letter', I nevertheless admire his insistence on bringing the question of board games back into this larger debate.

Thursday, April 11, 2013

Elsevier is an honorable company...

Woodcut on the Death of Julius Caesar
Sometimes you need a play to understand the times we live in.  So, I present to you an excerpt from The Death of Open Access:

ANTONY:

Friends, Scholars, Countrymen, lend me your browser's window!
I have come to bury Open Access, not to praise it.
The evil that ideas do lives after them,
The good is oft interred with their dismissal;
So let it be with Open Access.  The noble Elsevier
Hath told you Open Access was ambitious;
If it were so, it was a grievous fault,
And grievously hath Open Access answer'd it.
Here, under the leave of Elsevier and the rest-
For Elsevier is an honorable company;
So are they all, all honorable companies-
Come I to speak in Open Access' funeral.
It was my friend, faithful and just to me;
But Elsevier says it was ambitious,
And Elsevier is an honorable company.
It hath brought many articles home to Rome,
Whose ransoms did the general idea-coffers fill.
Did this in Open Access seem ambitious?
When that the poor have cried, Open Access hath wept;
Ambition should be made of sterner stuff:
Yet Elsevier says it was ambitious,
And Elsevier is an honorable company.
You all did see that on the Internet
I thrice presented it with kingly paywall access,
Which it did thrice refuse.  Was this ambition?
Yet Elsevier says it was ambitious,
And Elsevier is an honorable company.
I do not speak to disprove what Elsevier spoke,
But here I am to speak what I do know.
You all did love it once, not without cause;
What cause withholds you then to mourn for it?
O judgement, thou art fled to brutish beasts,
And men have lost their reason.  Bear with me;
My heart is in the coffin there with Open Access,
And I must pause till it come back to me.

Monday, March 25, 2013

Calling in a Drone Strike on War Games

Illustration from 'Krilof and His Fables', 1869

There is a Russian fable from the 19th century that goes like this: a peasant, at the local market fair, happened upon a fine blade of damascus steel in a pile of otherwise crudely wrought iron.  Congratulating himself on such a bargain purchase, the peasant took the blade home and made use of it in all sorts of base manners- repairing fences, chopping wood- so that it soon became nicked and dull and otherwise a pale shadow of its former self and purpose.  One day a hedgehog found the blade, carelessly discarded, under a bench inside the peasant's hut.  The hedgehog asked the blade, " Are you not ashamed of the ignoble life you have served?"  The blade replied, "The shame is not mine- the shame is borne on he who knew little of the feats I could perform!"

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On 6 March, Rand Paul took the senate floor on a filibuster ride not seen in recent memory.  His purpose was to delay the confirmation of, now, CIA Director John Brennan, due mainly to questions revolving around the possible use of Drones to conduct targeted killings of US citizens on US soil.  In his opening remarks of what would become a 13 hour speech, Paul summoned another 19th century tale for metaphor- Alice in Wonderland:
"They say Lewis Carroll is fiction. Alice never fell down a rabbit hole and the White Queen's caustic judgments are not really a threat to your security. Or has America the beautiful become Alice's wonderland? 'No, no, said the queen. Sentence first; verdict afterwards. Stuff and nonsense, Alice said widely - loudly. The idea of having the sentence first? 'Hold your tongue, said the queen, turning purple. I won't, said Alice. Release the drones, said the Queen, as she shouted at the top of her voice."

Illustration from 'Alice in Wonderland', 1915

The targeted killing of Anwar al-Awlaki, an American citizen, via a Drone launched from a secret base in Saudi Arabia, signaled a new threshold being crossed in the eyes of Paul and others.  Drones are reshaping the way we conduct warfare and surveillance, both at home and on the numerous fronts pervaded by American interests.  Yet beyond the legal and moral issues raised by Drone 'signature' strikes, there are larger questions on how Drones reshape the very notions of war and control, not to mention how the influence of liberalism created an environment where drones could thrive.  In seeking answers to these questions one has to reconcile the rise of drones with the relative decline of war games as tools for conducting war and recognize that in the difference between these two lies the human drama of reconciling rationality and metaphysics.

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But, one may ask, what is the connection between drones and war games?  Here we turn to the Sequester or, rather, what the Sequester portents for the future of war gaming in the US military.  In a recent article by the New York Times, 'Mandatory Cuts Could Open Path to Deeper Defense Trims', the point is made that while various aspects of the military machine under sequestration will be reduced in scope and cost, the savings these cuts produce will be put to greater use in expanding other, more timely programs such as special operations forces, offensive/defensive cyberweapons, and, of course, building more drones.  One area already targeted by sequestration is travel funding available for military personnel to attend war gaming conventions.  Rex Brynen notes the consequences of these cuts at PaxSims:
"As budget sequestration takes a bite out the discretionary spending by the US military, one casualty has been conference and workshop participation—including conferences on professional wargaming. Most military personnel (and other personnel at DoD institutions) have had support for conference participation severely restricted, if not suspended altogether. 
The MORS special meeting on professional gaming that had been scheduled for 26­-28 March, for example, will now be postponed to next fiscal year. Similarly, the Connections 2013 conference, scheduled for July 2013, is also struggling to attract the usual number of US military participants given the absence of government travel funding."
This comes on the heels of a process already underway in which the top war gaming institutions of the military, the National Defense University (NDU) and its nested subsidiary the Center for Applied Strategic Learning (CASL) face reductions amounting to a third or more of their budget.  Michael Peck, in a post for Kotaku on 5 Nov 2012, made this observation re: cuts at NDU and CASL:
"(NDU and CASL's) downfall illustrates what one source told me; that this is an example of the military shunning rigorous strategic thinking and focusing on narrow short-term issues instead. We didn't have enough rigorous political and military thinking in the days before the wars in Iraq and Afghanistan, and the results speak for themselves. There is still reason to question whether the U.S. has a clear sense of why and how it will fight the next war…Wargaming can't answer all questions. But it can help us ask the right ones."
Why is the military so keen on cutting war game programs and institutions, whose total budget amounts to less than the cost of a few Predator drones?  Here we need to examine the nature of war as conceived through the use of war games and compare that to the one espoused by drone ideology.  And the best way to do that is to consider how each attempts to create their own 'Borges Map', a 1:1 representation of reality placed on top of lived reality.

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Consider the war game.  Philip von Hilgers, in his history of 'Kriegspiel' in Germany, notes that war games allow one to play with various military hypotheses without being bound by the constraints of time.
"The war games and map exercises did not simply dissolve temporal references through a symbolic system, but allowed a temporal extension to occur that seemed to correspond to the hypothetical situation. It was precisely because war games granted time unlimited space that what was not planned could occur."
Image from H.G. Wells' 'Little Wars'
Essentially, war games facilitate construction of a Borges Map through unlimited extension of time.  Running various scenarios and potentials, the military mind can better map out all possible outcomes and create appropriate responses that will minimize casualties while inflicting maximum possible damage to the enemy.  Compared to other military technologies, the war game allowed planners to layer multiple representations of reality on top of the actual reality of battle.  The uncertainty of conflict, what many term the 'fog of war', becomes less obscure when one can eliminate the constraints of time.  Despite its pursuit of rationalistic modeling, the war game nonetheless creates a space where metaphysical thought can mingle with the rational and produce a synthesis that not only affirms the humanity of the players but also places that humanity at the center of decision making.  Descartes famous maxim, 'I think, therefore I am', could easily become, 'I think, therefore I (war) game'.

Compare this to the ideology of Drones.
Frederik Rosen, in his preliminary draft of 'Extremely Stealthy and Incredible Close', argues that drones raise the stakes in seeing and knowing, which in turn raises questions on moral and legal obligations with regards to their use.  Drones become, "a medium for proximity" made manifest through their extended flight times, arrays of surveillance gear, and numerical, even exponential, growth in use.  Instead of placing the drone along a historical trajectory of tools that kill from a distance, Rosen suggests its proper role should be seen in the historical trajectory of "seeing the enemy in war: a history moving from hilltops and watchtowers to the use of binoculars, balloons and airplanes and then on to radar, night vision, satellites."  

If we accept Rosen's placement of the drone in terms of a way to 'see' the enemy, then the conflict between war games and drones becomes much sharper.  Whereas the war game achieved its Borges Map through the unbinding of time and hypothesis, the drone eliminates this distinction through its marriage of time and surveillance and creates a Borges Map made up of a single layer- the drone's gaze- instead of the multiple layers brought about through war gaming.

So even though war games grant time unlimited space, drones, bound by the laws of physics, cannot make such grand bargains with time and, in fact, have no need to bargain at all.  With drone ideology, how could something not planned occur?  The constant surveillance aspect of the drone eliminates this need to bargain with time and ushers in a 'just in time' delivery system for political and military officials.  When a viable target appears, you fire a missile at them.  Suspicious targets can be surveilled for days, and if their behavior fits a terrorist profile then it's a snap to carry out a 'signature' strike. We know the American government has gone great lengths to legally justify drone use, a move that, supposedly, marks our regime as a rule of law society and exemplar of liberalism writ large.  Combined with the market-like ability granted by drones to target and deliver explosive payloads with maximum efficiency and minimal downtime, the drone becomes just another extension of technology that would be as comfortable in an Amazon warehouse as it is in the deserts of Saudi Arabia, or the vastness of North Africa.

This makes the drone the greatest champion of neoliberal practices, even as it calls into question the liberal regimes that foster its use.

Yet beyond this fusion of market principles in drone design, there are other, deeper factors to consider when comparing these perpetual skyrim death dealers to war games. War Games are for planning the future; with drones, the future is now.  War Games allowed a healthy mix of the rational and the metaphysical to coexist; drones have no such affinity for the metaphysical, as their entire purpose is clothed in rational, panglossian hues.  A drone heaves off the metaphysical impact of a missile strike onto the operator in a room, far away from the scene of rationalistic discourse the drone embodies.  No wonder that drone pilots feel stressed- they are running a machine that is devoid of metaphysics, the soul of humanity, by design.  Whereas the war game allowed the rational and metaphysical to interact, the drone, with its supra-rational operation, cleaves this union in two and leaves metaphysical questioning solely to the operators, who more often than not find their soul torn asunder under the strain.

The Kill List, through its very existence, obfuscates the purpose of war games even as it makes the role of drone ideology perfectly clear.

Perhaps Paul was right.  Maybe America has become more like the Wonderland depicted in Lewis Carroll's fanciful tale.  Drone ideology certainly made 'sentence first, verdict later' a plausible doctrine.  Yet in all the bluster and filibuster about the impact of drones on our way of life, we should be mindful, like the hedgehog above, of the discarded damascus blade and ask ourselves, "is the shame borne on those who knew little of the feats war games could perform?"

Monday, March 4, 2013

Idea for a Reading Group


(Update: I've created both a website and a discussion forum for this project.  I hope to start around March 18th, so stop by and take a look! - JA)

There's one thing I've noticed recently: my research efforts increasingly turn towards questions of the self and the way we relate to reality and ourselves through the observation of others.  This was one of the points touched upon by David Lyon in his keynote speech at Theorizing the Web, but it has also come up in my recent analysis of Snapchat and my larger dissertation work on the immigration of Russian Old Believers to Oregon in the 1960's.

In the past couple of months, I read through Foucault's last two College de France lecture series- The Government of Self and Others and The Courage of Truth- both of which deal with the notion of parrhesia (frankness, a sense of truth-telling) and how it has evolved over time to suit different needs for different truth regimes.  I think there is a lot of good material here to discuss, not only for the selfish reasons listed above but also for anyone interested in larger questions of how digital technology- through all of its manifestations and infiltrations- affect notions of the self and methods of veridiction of the self sourced through observation/reflection of others.

To that end, I would like to propose forming a reading group to analyze these two lectures-series delivered by Foucault.

I'm still thinking about how it would work, so nothing is set as of yet.  I've used Google Groups before, so that would be my default platform to host a discussion board, but I'm open to any other alternatives.  I would like to take between three to six months to read both books, with my preference being to the latter if only to promote deep, rather than surface, reading.  The larger goal would be to simply discuss the ideas of the lecture and hopefully make some meaningful connections to the diverse disciplines we all study.

For those of you without ready access to these books, I have a workaround that should help anyone out.  Right now I'm gauging interest, so if this sounds like something you would be willing to do let me know either via Twitter (@jsantley) or leave a comment below.

Saturday, March 2, 2013

My Theorizing the Web 2013 Presentation

Here are the slides I used for my Theorizing the Web 2013 presentation: "Creating a Modern Feudal Order".  Feel free to download the slides and listen to the audio track, explaining these slides in greater detail, found below.  If you want to download these slides, you'll need to visit the Slideshare page and click on the 'save' button just above the slides.  There is some ghost writing on slides 3 and 4, which I cannot solve via re-uploading, so if you would like an uncorrupted copy of these slides, get ahold of me on Twitter (@jsantley) or leave a comment below.  The audio track can be downloaded as well.


Data Serfdom in the Modern Age from Jeremy Antley

Update: Below is the rough cut of the Theorizing the Web 'Room B' recording.  Cue up to 43:05 to see my presentation.


Also, the Slideshare above does not include a video clip on slide 20 that I intended to show during my presentation.  Because I was rushed for time, I didn't play it.  However, you can find the clip below.  My point in showing it was to demonstrate how a scene played for pure hilarity in 2003 now has a more sobering meaning for 2013, when one considers the data serf situation.  But it's also still very funny.